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VenomousValentine

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Posts posted by VenomousValentine

  1. 4 minutes ago, Dhrekr said:

    Hahahaha.

    To me it reads like this: "we have no idea on how to make end game content. Whatever we do, no matter the difficulty, you min-max it, exploit any flaw in the code, use only the most meta and broken equipment, trivialize the challenge, and then come to the forums to whine that it wasn't the endgame. Like it was something we didn't know. So this sentence is here for you, blowhards. We know it's not the endgame. You don't need to come and whine when you reach that conclusion on your own, you two-neurons-subgeniuses."

    If you really think DE has done anything besides pumping numbers up and down to try and create an end game, then you are sorely mistaken.

    • Like 2
  2. 1 minute ago, WhiteMarker said:

    So like every other shiny thing that we get?

    Yes and no. 
    Sure, players make up end game as they want. But by saying hard mode doesn't have to do anything with end game people can't complain that hard mode is bad end game, as DE themself stated that it isn't end game to begin with.
    So it's not entirely accurate to say that either one of the parties decides what end game is.

     

    I get your point, but I feel like you're missing mine. They say it has "NOTHING" to do with end game, but I feel like this is sort of a test to gauge the capability of the playerbase to formulate what an actual end game should look like.

    • Like 1
  3. 3 minutes ago, WhiteMarker said:

    Uhm... you sure you got that right?

    From Rebecca's post:

    They even say it doesn't have to do with end game. So where are you getting from that it's a step towards end game? óÒ

     

    What I mean is, It feels like they're giving us something to hold our attention while they work on end game.

    And just because they SAY it isn't end game, the devs don't really get to decide what is and isn't the end game. The players do.

    So until there's an alternative, this will invariably be the "end game"

    • Like 1
  4. So the steel path interests me, but what interests me MORE is the fact that they have said this is a step towards end game and not to be conflated with endgame itself, which reads to me as "we know the steel path is artificial difficulty for now, but enjoy this while we make actual end game content."

    So to me, combining the steel path with the addition of rathuum and index style enemies would be a huge step in the right direction.
    Things on the floor to avoid, attacks you HAVE to cover from, enemies you HAVE to prioritize, slow moving projectiles you HAVE to shoot up or dodge. That all smells like end game to me.
    The Jupiter tile traps were also amazing for me personally, I loved that the environment had ACTUAL lethal hazards rather than "oops the door turned on and I got knocked down and have no energy"

    But I feel like the biggest obstacle before "end game" or at the very least ENGAGING content that DE has to overcome is enemy design.
    Traditionally in horde shooters, especially endless ones, the majority of enemies would be low mechanic requiring (IE shoot them and they die) that are not very dangerous until there is a lot of them, but woven in the waves are heavy enemies with a lot of lethality and skill to take out. For example in killing floor there is a MASSIVE difference between a clot, a siren, and a scrake. and it seems like way back when DE WANTED to do something like this, but executed it poorly, as there is very little difference between a lancer, a bombard, or an ancient healer. They may be tankier and attack ever so slightly differently, but you don't have to deal with them any differently than you would other enemies. you just shoot them and they die, typically before they can even be a threat.

    • Like 2
  5. 1 minute ago, JohnKable said:

    According to wiki Vigorous swap's damage bonus doesnt apply to melee. I didnt test that in recent times so cannot confirm or deny.

    You should also differentiate the base damage bonuses, full damage bonuses and elemental damage bonuses (the ones applied like an elemental mod), it is very relevant for the final calculation and its quite time consuming to look for every single thing on wiki

    The only elemental damage bonuses we're calculating here is from venom dose and toxic lash.

    And if that vigorous swap is indeed the case (Which I don't think it is?) Then calculate without it.

    We aren't actually calculating the damage the weapons do here, we're just calculating the bonuses received from the varying gimmicks.

  6. So, I've been toying with a hypothetical build in my head, Completely untested, I just am theory crafting here. Buckle up, because you're in for a ride.
    So recently I discovered that peculiar growth counts as a status proc, for the purposes of condition overload.

    So, omitting irrelevancies like duration and utility, Consider this build.

    Saryn+Kubrow: Venom Dose, Peculiar Growth, Mecha set, Vigorous swap, Umbral Intensify, And power drift.
    This brings saryn to 159% power strength, giving venom dose 159% corrosive bonus, and toxic lash 47% toxin bonus
    Kuva Brakk: The actual damage numbers for this are irrelevant, all you need to know is it will be built for status. That said, it will be native radiation, built for gas magnetic, giving it a total of 7 status procs including IPS and peculiar growth.
    Zaw with exodia force: Built for viral and heat, with condition overload. the other stats have yet to be worked out, we're just calculating bonus damage here, no innate damages in this equation.

    This brings our total number of statuses to 11 for condition overload, which comes out to +1320% damage
    Venom dose and toxic lash give 159% + 47%
    Vigorous swap gives 165%
    Mecha empowered gives 150%

    Assuming someone can figure out the order of operations here, what would the total bonus damage be?

  7. So, I've been toying with a hypothetical build in my head, Completely untested, I just am theory crafting here. Buckle up, because you're in for a ride.
    So recently I discovered that peculiar growth counts as a status proc, for the purposes of condition overload.

    So, omitting irrelevancies like duration and utility, Consider this build.

    Saryn+Kubrow: Venom Dose, Peculiar Growth, Mecha set, Vigorous swap, Umbral Intensify, And power drift.
    This brings saryn to 159% power strength, giving venom dose 159% corrosive bonus, and toxic lash 47% toxin bonus
    Kuva Brakk: The actual damage numbers for this are irrelevant, all you need to know is it will be built for status. That said, it will be native radiation, built for gas magnetic, giving it a total of 7 status procs including IPS and peculiar growth.
    Zaw with exodia force: Built for viral and heat, with condition overload. the other stats have yet to be worked out, we're just calculating bonus damage here, no innate damages in this equation.

    This brings our total number of statuses to 11 for condition overload, which comes out to +1320% damage
    Venom dose and toxic lash give 159% + 47%
    Vigorous swap gives 165%
    Mecha empowered gives 150%

    Assuming someone can figure out the order of operations here, what would the total bonus damage be?

  8. 3 minutes ago, JohnKable said:

    ican be slightly more than 10% (or less depending on how many statuses you are capable to inflict) but still, if your time-per-kill aint good enought, that is not going to help that much. 

    That if that actually works, and not just "allegedly" works because of wiky. Also wiky states that the effect applies only to ranged weapons, so to get the bonus you are supposed to hit the enemy with a gun first, then melee which i honestly don see how efficient can be.

    The upside is that the mod is an exilus for warframe, so very likely you arent sacrificing power elsewhere to make room for it.

    >He doesn't know about vigorous swap melee cleave

  9. 1 minute ago, Zsword said:

    okay but why are you 4 hours deep in Kuva Fissure Survival and I'm sure there's going to be a mod that gets you more bang for it's buck one who you're only using for an additional 10% increase to your melee weapon damage.

    Because after 90 minutes in a kuva fissure, you get 800 kuva per can, instead of 400. It is THE most efficient method to farm kuva. And the longer you're there, the more worth it is, because you don't have to spend another 90 minutes stacking the resource bonus.

    And you may have a point with that, but it's something to consider. There are some frames that can spare the mod, especially if they're a frame that adds damage or melee speed on top of it.

  10. 3 minutes ago, Zsword said:

    I mean, at what point is -another- layer of 120% gonna matter when you're stacking well into the 7 or 8 status effects as is? Sure it's cute and more damage is more damage, but Is it really going to make a difference at any window past being cute? Iii don't think so.

    Which isn't to say I hate that it exists. the opposite, I love fluffy silly things and support it's existance if true: keep it in as an extra perk to those who like a silly mod, cause it won't be changing anything for those who don't.

    It makes a difference when you're 4 hours deep in a requiem kuva survival

  11. "DE needs to delete saryn, I'm so sick of her clearing the entire map leaving me with nothing to shoot at because she kills them before they even enter the room"

     

    Me built for tank, armor shredding, and buffing

    cover3.png

    • Like 4
  12. When I launch my game there is no graphics at all, not even a mouse cursor. Just text. If I manage to log in by guessing where my mouse is, same thing. I cant see anything in my orbiter, other than the menus from syndicate and navigation and such.

  13. 3 minutes ago, Kel_Silonius said:

    dude. you tend to forget the amount of bugs this update brought. and honestly except that i can run 1 arcane nullifier instead of 2, which actually opens more options, latest update had no major changes on the gameplay and qol in general.

    i see mobs sit in the walls or outside map borders, i see falling through RJ flooring, i still see void mode bug on RJ mission still, i see mobs shooting through walls, i see broken magnetize, i see vacuum bug, i see a bug when "use" stops to work etc. etc. etc.

    I mean... yeah. Even if latest update delivered some decent changes, it also brought a lot of problems which will be fixed given time, but overall impressions can't be just all rainbows and butterflies. Basically if latest update did not had a direct impact on the how you prefer to play the game, warframe revisied update brought a lot of annoyance and facepalms.

    Wow it's almost when there's a huge fundamental change to the games mechanics you're liable to have bugs for a patch or two. They'll be fixed by, or before scarlet spear.

    I'm happy to see a direction from the game with positive changes. More happy for that than upset about bugs that I know will get fixed. It's not like they're intentional bad changes.

    • Like 3
  14. 6 minutes ago, Pizzarugi said:

    Then we'd wind up where we started with enemies 1shotting you again or DE adds more enemies that render your abilities pointless. 😛

    Nah, fam. If we're gonna slow the game down any, it's time we take a look at how broken players can get.

    I don't agree. 

    • Like 1
  15. 8 hours ago, Pizzarugi said:

    Now I wish DE would do the same to the players to the point you no longer need 1 person in a team of 4 to wipe out rooms of enemies. Power is still skewed way too heavily in the players' favor.

    It would definitely warm this founder's heart if the game put less emphasis on "let one person play the game for three other people".

    Only if they do that by making enemies harder and more unique instead of just gimping players.

  16. 1 minute ago, Loza03 said:

    Not a founder (obviously) and I've only been around about 3-ish years, but I agree wholeheartedly. Warframes been needing to do some foundational support for a while now, and whilst I agree that there's some issues that this introduced that need long-term support, and others that aren't quite there yet, I chalk it up to needing to take stuff off the shelves and strew it about in order to do a deep clean.

     

    The only point I disagree on is accuracy - Grineer still use hitscan which unfortunately is always going to feel like this, at least in edge cases. You can still be blindsided from off screen, because even if you get given time because of shield gates and lower accuracy, it's moot if you can't tell where the thing shooting you is, and hitscan doesn't let you identify like proper projectiles do. Damage direction indicators are so-so at this because it's a 2D representation of a 3D space.

    It's also irritating for things like Ballista where, in theory you should be keeping an active eye on the indicator, but because that indicator is locked to your frame regardless of whether or not the shot is going to hit, and because of how accuracy works (especially their habit of standing in ranges where they are entirely incapable of hitting you) it usually means nothing. So it's reasonable to ignore it because of the group of guys in front of you who are definitely a threat. Hitscan weapons are just generally less fun to play against without being properly managed, and I can't say Warframe's are.

    (And don't even get me started on all the homing projectiles and their tendency to be like "aww, you dodged? That's cute, imma hit you anyway.")

    Hard agree that enemies need to not use hitscan, but you gotta admit this is a step in the right direction.

    #warframebullethell2020

  17. Just now, (PS4)Ragology said:

    I feel that the low blow to chroma enthusiasts sucked all the endearment out of your post.

    Because its a petty thing to be upset by.

    "Hey you know this thing that makes every single other frame have an easier time? Well I dont like it because I play chroma 😠 "

    • Like 9
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